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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "pch_serverbrowser.h"
// expose the server browser interfaces
CServerBrowser g_ServerBrowserSingleton; EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerBrowser, IServerBrowser, SERVERBROWSER_INTERFACE_VERSION, g_ServerBrowserSingleton); EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerBrowser, IVGuiModule, "VGuiModuleServerBrowser001", g_ServerBrowserSingleton); // the interface loaded by PlatformMenu.vdf
// singleton accessor
CServerBrowser &ServerBrowser() { return g_ServerBrowserSingleton; }
IRunGameEngine *g_pRunGameEngine = NULL;
static CSteamAPIContext g_SteamAPIContext; CSteamAPIContext *steamapicontext = &g_SteamAPIContext;
IEngineReplay *g_pEngineReplay = NULL;
ConVar sb_firstopentime( "sb_firstopentime", "0", FCVAR_DEVELOPMENTONLY, "Indicates the time the server browser was first opened." ); ConVar sb_numtimesopened( "sb_numtimesopened", "0", FCVAR_DEVELOPMENTONLY, "Indicates the number of times the server browser was opened this session." );
// the original author of this code felt strdup was not acceptible.
inline char *CloneString( const char *str ) { char *cloneStr = new char [ strlen(str)+1 ]; strcpy( cloneStr, str ); return cloneStr; }
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CServerBrowser::CServerBrowser() { }
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CServerBrowser::~CServerBrowser() { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CServerBrowser::CreateDialog() { if (!m_hInternetDlg.Get()) { m_hInternetDlg = new CServerBrowserDialog(NULL); // SetParent() call below fills this in
m_hInternetDlg->Initialize(); } }
//-----------------------------------------------------------------------------
// Purpose: links to vgui and engine interfaces
//-----------------------------------------------------------------------------
bool CServerBrowser::Initialize(CreateInterfaceFn *factorylist, int factoryCount) { ConnectTier1Libraries( factorylist, factoryCount ); ConVar_Register(); ConnectTier2Libraries( factorylist, factoryCount ); ConnectTier3Libraries( factorylist, factoryCount ); g_pRunGameEngine = NULL;
for ( int i = 0; i < factoryCount; ++i ) { if ( !g_pEngineReplay ) { g_pEngineReplay = ( IEngineReplay * )factorylist[ i ]( ENGINE_REPLAY_INTERFACE_VERSION, NULL ); } } SteamAPI_InitSafe(); SteamAPI_SetTryCatchCallbacks( false ); // We don't use exceptions, so tell steam not to use try/catch in callback handlers
steamapicontext->Init();
for (int i = 0; i < factoryCount; i++) { if (!g_pRunGameEngine) { g_pRunGameEngine = (IRunGameEngine *)(factorylist[i])(RUNGAMEENGINE_INTERFACE_VERSION, NULL); } }
// load the vgui interfaces
#if defined( STEAM ) || defined( HL1 )
if ( !vgui::VGuiControls_Init("ServerBrowser", factorylist, factoryCount) ) #else
if ( !vgui::VGui_InitInterfacesList("ServerBrowser", factorylist, factoryCount) ) #endif
return false;
// load localization file
g_pVGuiLocalize->AddFile( "servers/serverbrowser_%language%.txt" ); return true; }
//-----------------------------------------------------------------------------
// Purpose: links to other modules interfaces (tracker)
//-----------------------------------------------------------------------------
bool CServerBrowser::PostInitialize(CreateInterfaceFn *modules, int factoryCount) { // find the interfaces we need
for (int i = 0; i < factoryCount; i++) { if (!g_pRunGameEngine) { g_pRunGameEngine = (IRunGameEngine *)(modules[i])(RUNGAMEENGINE_INTERFACE_VERSION, NULL); } }
CreateDialog(); m_hInternetDlg->SetVisible(false);
return g_pRunGameEngine; }
//-----------------------------------------------------------------------------
// Purpose: true if the user can't play a game due to VAC banning
//-----------------------------------------------------------------------------
bool CServerBrowser::IsVACBannedFromGame( int nAppID ) { return false; }
//-----------------------------------------------------------------------------
// Purpose: Marks that the tool/game loading us intends to feed us workshop information
//-----------------------------------------------------------------------------
void CServerBrowser::SetWorkshopEnabled( bool bManaged ) { m_bWorkshopEnabled = bManaged; }
//-----------------------------------------------------------------------------
// Purpose: Add a mapname to our known user-subscribed workshop maps list
//-----------------------------------------------------------------------------
void CServerBrowser::AddWorkshopSubscribedMap( const char *pszMapName ) { CUtlString strMap( pszMapName ); if ( !IsWorkshopSubscribedMap( strMap ) ) { m_vecWorkshopSubscribedMaps.AddToTail( strMap ); } }
//-----------------------------------------------------------------------------
// Purpose: remove a mapname to our known user-subscribed workshop maps list
//-----------------------------------------------------------------------------
void CServerBrowser::RemoveWorkshopSubscribedMap( const char *pszMapName ) { m_vecWorkshopSubscribedMaps.FindAndFastRemove( CUtlString( pszMapName ) ); }
//-----------------------------------------------------------------------------
// Purpose: Well, is it?
//-----------------------------------------------------------------------------
bool CServerBrowser::IsWorkshopEnabled() { return m_bWorkshopEnabled; }
//-----------------------------------------------------------------------------
// Purpose: Check if this map is in our subscribed list
//-----------------------------------------------------------------------------
bool CServerBrowser::IsWorkshopSubscribedMap( const char *pszMapName ) { return m_vecWorkshopSubscribedMaps.HasElement( CUtlString( pszMapName ) ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CServerBrowser::IsValid() { return ( g_pRunGameEngine ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CServerBrowser::Activate() { static bool firstTimeOpening = true; if ( firstTimeOpening ) { m_hInternetDlg->LoadUserData(); // reload the user data the first time the dialog is made visible, helps with the lag between module load and
// steamui getting Deactivate() call
firstTimeOpening = false; }
int numTimesOpened = sb_numtimesopened.GetInt() + 1; sb_numtimesopened.SetValue( numTimesOpened ); if ( numTimesOpened == 1 ) { time_t aclock; time( &aclock ); sb_firstopentime.SetValue( (int) aclock ); }
Open(); return true; }
//-----------------------------------------------------------------------------
// Purpose: called when the server browser gets used in the game
//-----------------------------------------------------------------------------
void CServerBrowser::Deactivate() { if (m_hInternetDlg.Get()) { m_hInternetDlg->SaveUserData(); } }
//-----------------------------------------------------------------------------
// Purpose: called when the server browser is no longer being used in the game
//-----------------------------------------------------------------------------
void CServerBrowser::Reactivate() { if (m_hInternetDlg.Get()) { m_hInternetDlg->LoadUserData(); if (m_hInternetDlg->IsVisible()) { m_hInternetDlg->RefreshCurrentPage(); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CServerBrowser::Open() { m_hInternetDlg->Open(); }
//-----------------------------------------------------------------------------
// Purpose: returns direct handle to main server browser dialog
//-----------------------------------------------------------------------------
vgui::VPANEL CServerBrowser::GetPanel() { return m_hInternetDlg.Get() ? m_hInternetDlg->GetVPanel() : NULL; }
//-----------------------------------------------------------------------------
// Purpose: sets the parent panel of the main module panel
//-----------------------------------------------------------------------------
void CServerBrowser::SetParent(vgui::VPANEL parent) { if (m_hInternetDlg.Get()) { m_hInternetDlg->SetParent(parent); } }
//-----------------------------------------------------------------------------
// Purpose: Closes down the server browser for good
//-----------------------------------------------------------------------------
void CServerBrowser::Shutdown() { if (m_hInternetDlg.Get()) { m_hInternetDlg->Close(); m_hInternetDlg->MarkForDeletion(); }
#if defined( STEAM )
vgui::VGuiControls_Shutdown(); #endif
DisconnectTier3Libraries(); DisconnectTier2Libraries(); ConVar_Unregister(); DisconnectTier1Libraries(); }
//-----------------------------------------------------------------------------
// Purpose: opens a game info dialog to watch the specified server; associated with the friend 'userName'
//-----------------------------------------------------------------------------
bool CServerBrowser::OpenGameInfoDialog( uint64 ulSteamIDFriend, const char *pszConnectCode ) { #if !defined( _X360 ) // X360TBD: SteamFriends()
if ( m_hInternetDlg.Get() ) { // activate an already-existing dialog
CDialogGameInfo *pDialogGameInfo = m_hInternetDlg->GetDialogGameInfoForFriend( ulSteamIDFriend ); if ( pDialogGameInfo ) { pDialogGameInfo->Activate(); return true; }
// none yet, create a new dialog
FriendGameInfo_t friendGameInfo; if ( steamapicontext->SteamFriends()->GetFriendGamePlayed( ulSteamIDFriend, &friendGameInfo ) ) { uint16 usConnPort = friendGameInfo.m_usGamePort; if ( friendGameInfo.m_usQueryPort < QUERY_PORT_ERROR ) usConnPort = friendGameInfo.m_usQueryPort; CDialogGameInfo *pDialogGameInfo = m_hInternetDlg->OpenGameInfoDialog( friendGameInfo.m_unGameIP, friendGameInfo.m_usGamePort, usConnPort, pszConnectCode ); pDialogGameInfo->SetFriend( ulSteamIDFriend ); return true; } } #endif
return false; }
//-----------------------------------------------------------------------------
// Purpose: joins a specified game - game info dialog will only be opened if the server is fully or passworded
//-----------------------------------------------------------------------------
bool CServerBrowser::JoinGame( uint64 ulSteamIDFriend, const char *pszConnectCode ) { if ( OpenGameInfoDialog( ulSteamIDFriend, pszConnectCode ) ) { CDialogGameInfo *pDialogGameInfo = m_hInternetDlg->GetDialogGameInfoForFriend( ulSteamIDFriend ); pDialogGameInfo->Connect(); }
return false; }
//-----------------------------------------------------------------------------
// Purpose: joins a game by IP/Port
//-----------------------------------------------------------------------------
bool CServerBrowser::JoinGame( uint32 unGameIP, uint16 usGamePort, const char *pszConnectCode ) { m_hInternetDlg->JoinGame( unGameIP, usGamePort, pszConnectCode ); return true; }
//-----------------------------------------------------------------------------
// Purpose: forces the game info dialog closed
//-----------------------------------------------------------------------------
void CServerBrowser::CloseGameInfoDialog( uint64 ulSteamIDFriend ) { CDialogGameInfo *pDialogGameInfo = m_hInternetDlg->GetDialogGameInfoForFriend( ulSteamIDFriend ); if ( pDialogGameInfo ) { pDialogGameInfo->Close(); } }
//-----------------------------------------------------------------------------
// Purpose: closes all the game info dialogs
//-----------------------------------------------------------------------------
void CServerBrowser::CloseAllGameInfoDialogs() { if ( m_hInternetDlg.Get() ) { m_hInternetDlg->CloseAllGameInfoDialogs(); } }
CUtlVector< gametypes_t > g_GameTypes;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void LoadGameTypes( void ) { if ( g_GameTypes.Count() > 0 ) return;
#define GAMETYPES_FILE "servers/ServerBrowserGameTypes.txt"
KeyValues * kv = new KeyValues( GAMETYPES_FILE );
if ( !kv->LoadFromFile( g_pFullFileSystem, GAMETYPES_FILE, "MOD" ) ) { kv->deleteThis(); return; }
g_GameTypes.RemoveAll();
for ( KeyValues *pData = kv->GetFirstSubKey(); pData != NULL; pData = pData->GetNextKey() ) { gametypes_t gametype;
gametype.pPrefix = CloneString( pData->GetString( "prefix", "" ) ); gametype.pGametypeName = CloneString( pData->GetString( "name", "" ) ); g_GameTypes.AddToTail( gametype ); }
kv->deleteThis(); }
const char *GetGameTypeName( const char *pMapName ) { LoadGameTypes(); for ( int i = 0; i < g_GameTypes.Count(); i++ ) { int iLength = strlen( g_GameTypes[i].pPrefix );
if ( !Q_strncmp( pMapName, g_GameTypes[i].pPrefix, iLength ) ) { return g_GameTypes[i].pGametypeName; } }
return ""; }
//-----------------------------------------------------------------------------
// Purpose of comments like these: none
//-----------------------------------------------------------------------------
const char *CServerBrowser::GetMapFriendlyNameAndGameType( const char *pszMapName, char *szFriendlyMapName, int cchFriendlyName ) { // Make sure game types are loaded
LoadGameTypes();
// Scan list
const char *pszFriendlyGameTypeName = ""; for ( int i = 0; i < g_GameTypes.Count(); i++ ) { int iLength = strlen( g_GameTypes[i].pPrefix );
if ( !Q_strnicmp( pszMapName, g_GameTypes[i].pPrefix, iLength ) ) { pszMapName += iLength; pszFriendlyGameTypeName = g_GameTypes[i].pGametypeName; break; } }
// See how many characters from the name to copy.
// Start by assuming we'll copy the whole thing.
// (After any prefix we just skipped)
int l = V_strlen( pszMapName ); const char *pszFinal = Q_stristr( pszMapName, "_final" ); if ( pszFinal ) { // truncate the _final (or _final1) part of the filename if it's at the end of the name
const char *pszNextChar = pszFinal + Q_strlen( "_final" ); if ( ( *pszNextChar == '\0' ) || ( ( *pszNextChar == '1' ) && ( *(pszNextChar+1) == '\0' ) ) ) { l = pszFinal - pszMapName; } }
// Safety check against buffer size
if ( l >= cchFriendlyName ) { Assert( !"Map name too long for buffer!" ); l = cchFriendlyName-1; }
// Copy friendly portion of name only
V_memcpy( szFriendlyMapName, pszMapName, l );
// It's like the Alamo. We never forget.
szFriendlyMapName[l] = '\0';
// Result should be the friendly game type name
return pszFriendlyGameTypeName; }
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